Mechanized Assault & eXploration Reloaded



#11 Oct 18, 2009 9:56 am
NeoGuardian NeoGuardian Offline
Mitglied
Registered since: Apr 16, 2009
Posts: 7


Subject: Re: eco-sphere graphics
Wow man, that's cool Cool
Miha Kocevar
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#12 Oct 18, 2009 12:05 pm
beko beko Offline
Developer, Administrator
Registered since: Jun 04, 2004
Posts: 2,279


Subject: Re: eco-sphere graphics
neat. just the flc is missing. very good work Smiling Of course you can't do the flcs without my "rendering room" for that. I do have a blender scene for this already too but it looks different from my old wings renderings of course. Now the question is do I export the units to wings or renew all units in blender over the time? Or perhaps you want to do that since you seem to be much more familiar with blender..

This is from some time ago in the dev bbs:

Quote:

Hi guys,
the last days I spent some time trying blender because the video/animation support of wings3d is around zero and that always gave me a hard time for the little videos of the units. Additional the texture features of wings3d are.. well.. let's not speak about. wings3d is _great_ when it comes to modeling itself, yes Smiling

This is a study of the mobile anti air craft unit video. First is original followed by my video with unhandy wings3d, and last is blender


Yes, there's a frame missing in the blender's one but you get the difference Smiling

I like the stuff bledner offers me so I might change all unit videos to blender. Once more familiar with animation and other stuff I might even create some "real" videos.





Bernd Kosmahl
"Sir, we are surrounded!" - "Great - we can attack in any direction."
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#13 Oct 18, 2009 4:30 pm
rogual Offline
Mitglied
Registered since: Sep 10, 2009
Posts: 8


Subject: Re: eco-sphere graphics
If it were up to me I would have one .blend file containing the "rendering room" with the rotating dais, and also the hangar, dock, depot and barracks bays, and a Blender script to import each unit in turn and render it in the appropriate contexts. I would be happy to set this up for you. It's similar to how I rendered the alien units.

Also I think there's a bug in the resinstaller, because the "front facing" frame of the MAX unit videos is also missing :O

Also also, is there still a developer forum? I saw one in the German forum but it doesn't seem to be there anymore.
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#14 Oct 18, 2009 5:33 pm
david Offline
Mitglied
Registered since: Sep 15, 2009
Posts: 10


Subject: Re: eco-sphere graphics
When I played the original MAX, I never understood what the purpose of the alien vehicles were. Although I did enjoy capturing them and using them against the AI afterwards. I believe we would still need an alien base tiles to complete the free graphics set.

I could also imagine using the alien units as a rudimentary singleplayer scenario with alien units spawning and a rudimentary AI for the units to attack the player.
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#15 Oct 18, 2009 6:05 pm
beko beko Offline
Developer, Administrator
Registered since: Jun 04, 2004
Posts: 2,279


Subject: Re: eco-sphere graphics
@rogual: It is still there but it's hidden for non-devs now. We decided this on our last team meeting.
Bernd Kosmahl
"Sir, we are surrounded!" - "Great - we can attack in any direction."
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#16 Oct 18, 2009 7:25 pm
Eiko Eiko Offline
Moderator, Developer
Registered since: Aug 03, 2007
Posts: 604


Subject: Re: eco-sphere graphics
Quote by rogual:

Also I think there's a bug in the resinstaller, because the "front facing" frame of the MAX unit videos is also missing :O

The resinstaller doesn't change the flc files. This seems to be a bug in our flc player. I think it skips the last frame.
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#17 Oct 18, 2009 10:41 pm
Sal Sal Offline
, G-Mod
Registered since: Jun 07, 2004
Posts: 1,525


Subject: Re: eco-sphere graphics
Quote:
@rogual: It is still there but it's hidden for non-devs now. We decided this on our last team meeting.

what for? non-devs had no writing rights anyway

usually I checked there for some infos, especially from mague
A.H.
- easy logic -
This post has been edited 1 times. Last edit on Oct 18, 2009 10:42 pm by Sal. ↑  ↓

#18 Oct 19, 2009 1:50 am
rogual Offline
Mitglied
Registered since: Sep 10, 2009
Posts: 8


Subject: Re: eco-sphere graphics
I have a patch to implement eco-sphere scoring -- since I can't see your secret dev forum, I'll just post it here. Hope that's OK.

The patch lets you build eco-spheres and makes them work as they do in the original: you get one point per turn per running eco-sphere, and if an eco-sphere is destroyed, you lose all the points it generated. You also get a neat little graph, which I've done my best to reconstruct as well.

The files in the zip archive need to go in game/buildings/ecosphere.

Thumbnails of attached images:
ecogame.png
Filetype: File Type Information for: png png
Downloads: 475
Filesize: 108.75 KB
Image size: 794 x 615 Pixels



Attachments:
File Type Information for: zip  ecosphere-bin.zip
Downloads: 349
Filesize: 63.76 KB
File Type Information for: txt  eco.patch.txt
Downloads: 552
Filesize: 49.64 KB

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#19 Oct 19, 2009 8:24 am
beko beko Offline
Developer, Administrator
Registered since: Jun 04, 2004
Posts: 2,279


Subject: Re: eco-sphere graphics
looks solid Wink so you want to read the dev bbs? I'm looking forward to that too Grinning Hope you find some time for the IRC that week Cool

@Eiko: Looks like somebody made your job this time. You on adding this to the svn if it fits for us?

@Sal: We decided this so we can add sensible data too. Addresses and such alike. We found it important to have a place where not everybody can peek on internal discussions or files we're not going to release. I'm sorry if you don't like that but we needed a place to store such informations. I'm not already done with this however. I want some sub forum for translators too and so on so people have their own place to organize themselves. About the MAX threads from mague, and similar informations that should be public, I was going to move them elsewhere or create articles from. It's true that such informations should be available to everyone. More over PM please if you mind.
Bernd Kosmahl
"Sir, we are surrounded!" - "Great - we can attack in any direction."
This post has been edited 1 times. Last edit on Oct 19, 2009 8:30 am by beko. ↑  ↓

#20 Oct 19, 2009 5:15 pm
Eiko Eiko Offline
Moderator, Developer
Registered since: Aug 03, 2007
Posts: 604


Subject: Re: eco-sphere graphics
@rogual: I spent some hours to test all the ecosphere functions and have a look over your code. I found one threading bug, that caused some crashes at game init. But everything else seems to work perfectly. Very good work! Thanks! Happy

The only thing, thats missing is an effect_org.pcx Wink
This post has been edited 1 times. Last edit on Oct 19, 2009 5:19 pm by Eiko. ↑  ↓

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